Some Gamma World House Rules

Biohazard

First Post
Gamma World is my life. Well, not quite, but I sure love it. :D I know the new d20 book has some warts, but dammit, there is SOOOO much cool stuff in it that it works just fine for me. I'm also pumped about Mutants & Machines.

Now here's a few ideas I'm bouncing around for house rules for my upcoming (and all future) Gamma World campaign.

1. Death at -CON hp rather than -10.
2. Characters begin play at 1st level.
3. Characters will *not* roll for random mutations at each level increase, but will only roll for random mutations when confronted with in-game mutagens.
4. D20 Modern's abstract wealth system will not be used; Gamma World operates on a strict barter system.
5. D20 Modern's reputation system will not be used.

My comments:
1. An old house rule from AD&D days...I like it a lot.
2. I finally decided to reject the "start at 3rd level" thing in GW because it seems too arbitrary and counter-intuitive to me. I like the slow progression from level 1 onward, and encounters will simply be scaled appropriately.
3. Again, it seems too arbitrary to roll for random mutation each level increase. I'd much rather have it happen as a result of in-game situations--leaky radiation canister, swarm of nanounits, etc.
4. I've never used the abstract wealth system--the type of games I run usually can't accomodate it (i.e. Resident Evil type games where players *can't* go to the store and buy stuff!). It seems especially weak in Gamma World.
5. The reputation system is too stifling for me as a GM. *I'll* decide if the characters are recognized or not.

Comments? Questions? Additions to the list?
 

log in or register to remove this ad

It should be pointed out that Gamma World's Wealth system actually does represent a barter system. Just one where the details of the barter aren't hammered out in detail every time you want to buy something.

A Wealth bonus of +7 doesn't mean you're carrying around $15000 (Purchase DC 27); it means you have enough bullet casings, jars of bearwyrm fat, broken toasters and computer parts to trade away for the things you want.

Drop Wealth and you have to roleplay out every purchase and decide how much the buyer wants for every box of bullets or wagon wheel. If you like that, well, fair enough, but the Wealth system saves you a lot of work as GM and makes things a lot more straightforward for the players.
 

In order....

1) Yeah, I agree with that one. Used the same house rule, now that I think about it.

2) I'm having the PCs start at 4th level. I'm using the Omega World races/genotypes/mutations, and the higher level accomidates their having an ECL (or is it OCL? Whatever) of 2.

3) Also agreed. Mutation rolls when exposed to mutagens, and only then.

4) Dunno. I'm waffling back and forth on this one; it's easier, true, but I just don't see it coming into play too often in my games. Most equipment -- the cool stuff, at least -- won't be available for sale in any case.

5) Depends on player input frankly. I can give or take the reputation system, and I likely wouldn't use it unless the players wanted me to.

Rolzup
 

Remove ads

Top